Examining apparel design students’ self-efficacy towards using virtual reality in the design process

IF 1.9 Q3 BUSINESS
A. Binhajib, E. McKinney, R. Eike
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引用次数: 0

Abstract

ABSTRACT Virtual reality (VR) is an emerging technology in garment design that has demonstrated promising student achievement results (Wyss et al., 2014 [Cotton Island: Students’ learning motivation using a virtual world. Decision Sciences Journal of Innovative Education, 12(3), 219–232]). When educators and institutions adopt new technologies, they need to consider how the unfamiliar technology will affect student’s self-efficacy levels and to design lesson plans accordingly. Therefore, the purpose of this initial study is to examine students’ self-efficacy levels toward the adoption of VR as a design sketching tool. A multiple case study design was employed in this study. Eight undergraduate Apparel Design students enrolled in an Apparel Design course constituted the sample. Data were collected using a self-efficacy scale, and open-ended questions. The data examined levels of self-efficacy in VR use as well as factors that impacted those levels. The findings failed to show differences among factors that influence students’ self-efficacy in VR usage at each self-efficacy level. Based on the findings, research propositions were confirmed or modified, or were additionally proposed.
考察服装设计专业学生在设计过程中使用虚拟现实的自我效能感
虚拟现实(VR)是服装设计中的一项新兴技术,已经证明了有希望的学生成就结果(Wyss等人,2014)[棉花岛:学生使用虚拟世界的学习动机]。决策科学,创新教育,12(3),219-232 [j]。当教育工作者和机构采用新技术时,他们需要考虑不熟悉的技术将如何影响学生的自我效能水平,并相应地设计课程计划。因此,本初步研究的目的是考察学生对采用VR作为设计素描工具的自我效能水平。本研究采用多个案研究设计。8名参加服装设计课程的本科服装设计专业学生构成样本。使用自我效能量表和开放式问题收集数据。这些数据检查了虚拟现实使用中的自我效能水平以及影响这些水平的因素。研究结果并没有显示在每个自我效能水平上影响学生VR使用自我效能的因素之间的差异。根据调查结果,对研究命题进行确认、修改或补充提出。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Fashion Design, Technology and Education
International Journal of Fashion Design, Technology and Education Arts and Humanities-Visual Arts and Performing Arts
CiteScore
3.10
自引率
0.00%
发文量
36
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